summaryrefslogtreecommitdiff
path: root/servers
AgeCommit message (Collapse)Author
2021-08-16Moved disabling bokeh shader variants to before the version_create callBastiaan Olij
2021-08-15Fix read from screen and depth textureBastiaan Olij
2021-08-14Merge pull request #50998 from BastiaanOlij/single_bokeh_dof_rasterRémi Verschelde
Rewrote raster DOF shader to using BOKEH
2021-08-14Rename LineShape2D to WorldMarginShape2DHugo Locurcio
The new name makes it more obvious that it acts as an infinite plane, and is consistent with its 3D counterpart (WorldMarginShape3D).
2021-08-13Merge pull request #51025 from reduz/fix-directional-shadow-biasRémi Verschelde
Fix directional shadow bias
2021-08-13Merge pull request #51587 from Calinou/use-unicode-multiplication-symbolRémi Verschelde
Use the Unicode multiplication symbol where relevant
2021-08-13Add placeholder textures to ensure CameraTexture / CameraFeed always have ↵bruvzg
valid RIDs.
2021-08-13Merge pull request #51609 from Chaosus/shader_fix_varying_errorYuri Roubinsky
Fix shader crash when using local var with the same name as varying
2021-08-13Fix shader crash when using local var with the same name as varyingYuri Roubinsky
2021-08-13Implemented raster versions of bokeh shaders to replace broken gaussian ↵Bastiaan Olij
implementation
2021-08-12Merge pull request #51581 from bruvzg/camera_feed_portRémi Verschelde
Port camera feed to the new RenderingServer API.
2021-08-12Use the Unicode multiplication symbol where relevantHugo Locurcio
2021-08-12Merge pull request #51580 from aaronfranke/particles-real-doubleRémi Verschelde
Use real_t and double where appropriate in Particles
2021-08-12Merge pull request #51536 from ↵Rémi Verschelde
Calinou/nearest-mipmap-use-nearest-for-minification Use nearest mipmaps for both minification and magnification
2021-08-12Port camera feed to the new RenderingServer API.bruvzg
2021-08-12Use real_t and double where appropriate in ParticlesAaron Franke
2021-08-12Use nearest mipmaps for both minification and magnificationHugo Locurcio
This is generally the expected behavior when using a nearest + mipmaps mode, as it's often used for pixel art games.
2021-08-12Merge pull request #51532 from nekomatata/layer-mask-accessorsRémi Verschelde
Uniformize layer names, script methods and documentation
2021-08-12Uniformize layer names, script methods and documentationPouleyKetchoupp
- Back to 1-based layer names to make it clearer in editor UI - Layer bit accessors are renamed to layer value and 1-based too - Uniform errors and documentation in render and physics - Fix a few remaining collision_layer used in place of collision_mask
2021-08-12Merge pull request #51391 from Chaosus/shader_param_namesRémi Verschelde
Added parameter names to shader built-in function autocompletion
2021-08-12Added parameter names to shader built-in function autocompletionYuri Roubinsky
2021-08-12Removes an internal error report if shader fails compileYuri Roubinsky
2021-08-12Merge pull request #51533 from Calinou/fix-nearest-mipmap-filterRémi Verschelde
Fix the Use Nearest Mipmap Filter project setting not working
2021-08-12Merge pull request #51540 from floppyhammer/fix-cpu-particles-2d-disappearanceRémi Verschelde
Fix CPUParticles2D disappearance after amount change
2021-08-12Fix CPUParticles2D disappearance after amount changefloppyhammer
2021-08-12Fix the Use Nearest Mipmap Filter project setting not workingHugo Locurcio
The project setting wasn't being used anywhere. This also tweaks the property hints to denote that these properties are only effective after a restart.
2021-08-11Make radius & height in CapsuleShape3D independentPouleyKetchoupp
Also changed CapsuleMesh to make settings consistent between render and physics.
2021-08-11Merge pull request #41634 from KoBeWi/the_independenceRémi Verschelde
2021-08-11Make radius & height in CapsuleShape2D independentTomasz Chabora
2021-08-11Decrease the default depth of field bokeh qualityHugo Locurcio
This makes depth of field perform better out of the box, with little visual difference.
2021-08-11Merge pull request #51486 from reduz/fixes-to-mobile-rendererRémi Verschelde
Fixes and optimizations to mobile renderer
2021-08-11Merge pull request #51505 from Chaosus/shader_fix_shadetype-errorlineYuri Roubinsky
2021-08-11Break futher shader compilation after missing `;` after`shader_type`Yuri Roubinsky
2021-08-11Allow using more assignment operators on matrixes in shadersYuri Roubinsky
2021-08-11Merge pull request #51494 from Chaosus/shader_fix_varying_crashesYuri Roubinsky
2021-08-11Fix shader crash when using varying array in fragment->light contextYuri Roubinsky
2021-08-11Merge pull request #51490 from nekomatata/clean-character-bodyRémi Verschelde
Remove infinite inertia and ray shapes from CharacterBody
2021-08-11Merge pull request #51178 from Geometror/layout-options-textline-textparagraphRémi Verschelde
Various text layout improvements (TextLine, TextParagraph, Label, TextServer)
2021-08-10Use f0 instead of albedo in blinn and phongclayjohn
2021-08-10Fixes and optimizations to mobile rendererreduz
* Only apply final actions to attachments used in the last pass. * Fixes to draw list final action (was using continue instead of read/drop). * Profiling regions inside draw lists now properly throw errors. * Ability to enable gpu profile printing from project settings. (used to debug).
2021-08-11Various text layout improvements (TextLine, TextParagraph, Label, TextServer)Hendrik Brucker
2021-08-10Merge pull request #51411 from clayjohn/VULKAN-blinn-phongRémi Verschelde
[4.0] Make Blinn and Phong specular modes take albedo into account
2021-08-10Remove infinite inertia and ray shapes from CharacterBodyPouleyKetchoupp
Infinite inertia: Not needed anymore, since it's now possible to set one-directional collision layers in order for characters to ignore rigid bodies, while rigid bodies still collide with characters. Ray shapes: They were introduced as a work around to allow constant speed on slopes, which is now possible with the new property in CharacterBody instead.
2021-08-10Merge pull request #51017 from vnen/extension-fixesRémi Verschelde
2021-08-10Merge pull request #51457 from nekomatata/moving-platforms-3dRémi Verschelde
Fix 3D moving platform logic
2021-08-10Merge pull request #50682 from aaronfranke/basis-looking-atRémi Verschelde
Move code for looking_at to Basis
2021-08-10Merge pull request #51467 from Chaosus/fix_aaRémi Verschelde
Fix incorrect border width of antialiased lines
2021-08-10Merge pull request #51436 from Calinou/tonemap-clamp-negative-colorsRémi Verschelde
Clamp negative colors regardless of the tonemapper to avoid artifacts
2021-08-10Merge pull request #51417 from clayjohn/Vulkan-horizon-soRémi Verschelde
Add horizon specular occlusion
2021-08-10Fix incorrect border width of antialiased linesYuri Roubinsky